Exemple #1
0
        public void SimulateEpisode(Random random, int curEpisode, bool shouldExploit)
        {
            TyTaskNode nodeToExplore = null;

            //exploiting:
            if (shouldExploit)
            {
                _sortedNodes.Sort((x, y) => y.TotalValue.CompareTo(x.TotalValue));
                //exploit only 50% best nodes:
                int count = ((int)(_sortedNodes.Count * 0.5 + 0.5));
                nodeToExplore = _sortedNodes.GetUniformRandom(random, count);
            }

            //explore:
            else
            {
                nodeToExplore = _explorableNodes[curEpisode % _explorableNodes.Count];
            }

            //should not be possible:
            if (nodeToExplore == null)
            {
                return;
            }

            PlayerTask  task   = nodeToExplore.Task;
            TySimResult result = TyStateUtility.GetSimulatedGame(_rootGame, task, _analyzer);

            nodeToExplore.Explore(result, random);
        }
Exemple #2
0
        public void InitTree(TyStateAnalyzer analyzer, POGame root, List <PlayerTask> options)
        {
            _sortedNodes.Clear();
            _explorableNodes.Clear();
            _nodesToEstimate.Clear();

            _analyzer = analyzer;
            _rootGame = root;

            //var initialResults = TyStateUtility.GetSimulatedGames(root, options, _analyzer);

            for (int i = 0; i < options.Count; i++)
            {
                PlayerTask task = options[i];

                var node = new TyTaskNode(this, _analyzer, task, 0.0f);

                //end turn is pretty straight forward, should not really be looked at later in the simulations, just simulate once and keep the value:
                if (task.PlayerTaskType == PlayerTaskType.END_TURN)
                {
                    TySimResult sim = TyStateUtility.GetSimulatedGame(root, task, _analyzer);
                    node.AddValue(sim.value);
                }
                else
                {
                    _explorableNodes.Add(node);
                    _sortedNodes.Add(node);
                }

                _nodesToEstimate.Add(task, node);
            }
        }
Exemple #3
0
        public void Explore(TySimResult simResult, System.Random random)
        {
            if (simResult.IsBuggy)
            {
                AddValue(simResult.value);
                return;
            }

            POGame            game       = simResult.state;
            List <PlayerTask> options    = game._game.CurrentPlayer.Options();
            PlayerTask        task       = options.GetUniformRandom(random);
            TySimResult       childState = TyStateUtility.GetSimulatedGame(game, task, _analyzer);

            if (childState.task.PlayerTaskType != PlayerTaskType.END_TURN)
            {
                Explore(childState, random);
            }

            else
            {
                AddValue(simResult.value);
            }
        }